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3 Dimensional Chat / Which is better for in DBP..... bsp maps or modeling then exporting to .x

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gpex
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Posted: 11th Jul 2005 15:35 Edited at: 11th Jul 2005 15:37
I'm working on an fps, and i have got the controls and basic media coded and working and i was going to start on map and level creation. But i was reading these forums and read a lot about people using bsp. I have a program (DeleD lite) that is easy to use, it's much like valve's hammer editor but it can export the maps in the .x format. I was hoping someone could tell me whether it would be better to use .x or .bsp for my maps. And hopefully the reasons why.


-gpex-

(sorry about the confusing subject, i didnt realize it until i had already posted it.)

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Seppuku Arts
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Posted: 11th Jul 2005 22:41
depends, how good is your collision command on .x objects, if you have a reasonably good collision code, then well whatever's easier for you, if not then your best bet is bsp because DBP has a good bsp collision command

gpex
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Posted: 12th Jul 2005 04:22 Edited at: 12th Jul 2005 04:22
ok, thanks. I'll probably stick with bsp then.

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Seppuku Arts
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Posted: 12th Jul 2005 07:59
cool, you should really learn you're own collision code, because you can't have a bsp enemy walking around

G Man
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Posted: 13th Jul 2005 11:00
Non-BSP maps are definately the way to go! You have so much more control over things! If you create your maps in DeleD you can light map them and export them in the .DBO format. Then you can use that sliding collision scheme that Lost-In-Thought and I put together. Using this scheme you can easy mix and match advanced terrains with architectural models for more complex game levels than you could ever hope to get with a .BSP map.

Here's a link to the sliding collision scheme: http://forum.thegamecreators.com/?m=forum_view&t=45212&b=6

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gpex
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Posted: 14th Jul 2005 13:58
Thanks g-man. Your collision scheme is pretty nice and i plan on basing a portion of my collision and physics code on it.

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Seppuku Arts
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Posted: 14th Jul 2005 21:57
or you could do that....deled does lightmaps you say........what about DBO shaders? That would be cool, I'll look into that myself

G Man
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Posted: 15th Jul 2005 02:42
Yeah DeleD does lightmapping... You just have to download Il Buzzo's .DBO exporter fromt he DeleD site to export them in a form that allows the lightmaps to be used in DBPro...

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Seppuku Arts
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Posted: 15th Jul 2005 02:53
cool thanks, I've been playing with it, better download the DBO exporter, if this turns out good I may end up buying it, I don't really like how the lightmaps came out, they were really low quality, I'll just have to compare it to cartography shop

Sergey K
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Posted: 15th Jul 2005 03:16
if u want to use the object as map, then bps is better
but if its something else, then .x is for ya

Working on my new scripting system for OnlineRPGs
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Seppuku Arts
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Posted: 15th Jul 2005 08:39
haha NGC hates dbo, the collisions are funny lol, deled rules! I;d best use the collision code linked above, everyone say its great, so statisticly I'll like it, at least then my games can be open source then, and wow my credits will be half a milisecond longer now
so instead of 4 lines it'll be 6

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